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AngryHobo2

AngryHobo2

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AngryHobo2
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  • I just ran this bug through the gauntlet myself. I hadn't thought to try Hag though. Yeah this bug is easily replicated on all maps with all of the TP killers (except Freddy, I guess his Dreamworld filter takes priority anyway?) I have some comparison screenshots and video footage of the bug for the team:

    20240921185026_1.jpg 20240921185608_1.jpg 20240921190228_1.jpg 20240921190244_1.jpg

    https://youtu.be/3rDEl6IEijI

    Timestamp for the bug in the video is about 7 minutes in.

    Sidenote: While this is a bug, I will say it makes the game look a lot better overall. That's my opinion anyway.

  • Now this is very interesting. I just got the same bug, on the same realm as well. Though I was playing as Singularity. Fortunately I've got a video ready so the evidence is all set.

    Step 1: Play as a killer that can teleport. (So far the issue has been seen with Pinhead and Singularity.)

    Step 2: Enter the basement. (Probably to trigger a "reduce fog effect" the developers added to combat that foggy basement bug a few months ago.)

    Step 3: Exit the basement through the use of a teleportation power. (THE BOX, Singularity Slipsteam Teleport, etc.)

    Step 4: Profit! (Side note, the game looks a lot prettier this way. Is it at all possible to just make the rest of the game look like this normally? Just make the low basement style fog extra thick to compensate.)

    Here's a match recording of the bug in action: https://www.youtube.com/watch?v=3rDEl6IEijI

  • I can second this.

    Date: July 24th, 9:14 PM EST

    Platform: PC

    Realm: Autohaven Wreckers

    Map: Azarov's Resting Place

    20240724205708_1.jpg

    I will start burning Autohaven map offerings in an attempt to recreate the bug. If the problem persists I will post additional replies.

  • @AngryHobo2 said:

    I am playing Dead by Daylight on the PC version of the game and my "Hook 6 Survivors in the basement" challenge is not working as intended. I will attempt survivor challenges soon.

    Update on this, I just blinded a Demogorgon with a flashlight in a match and the progress bar updated after a blind action. I blinded the killer multiple times and successfully completed the challenge. Even after the match had ended, I was able to collect the challenge rewards successfully.

    Perhaps this issue only affects killer challenges?

  • I am playing Dead by Daylight on the PC version of the game and my "Hook 6 Survivors in the basement" challenge is not working as intended. I will attempt survivor challenges soon.

  • @notdragonite said:

    so let’s say, me survivor plays the game… does nothing wrong you know, loops the killer, does gens and in general doesn’t do anything toxic… then i get downed and slapped on a hook…… anddddd the killer hits me on hook. start spamming m1 on me on the hook and nodding his head as if i was horribly toxic to them which i wasn’t.

    is it right to be toxic back? some may say no, because then you are just as bad as them.

    but some say yes because they deserve it and it’s revenge.

    what do you think. because i personally think that if a killer or a survivor is toxic for no reason whatsoever, you have it in your power to be toxic back. but a lot of people would disagree and say well if you are toxic then you are just as bad as the community you know. so i don’t know tbh, i am not a toxic person, unless i have received toxicity.

    can toxicity bring justified this way?

    a lot of people just constantly say that this community is toxic.

    What's the Gandhi quote?

    "An eye for an eye makes the world blind?"

  • @Gary_Coleman said:

    Does anyone record every match they play?

    I'm trying to get into the YouTube content creation space so I record most of my games with Shadowplay from Nvidia. I even have a spreadsheet in the works. That being said, I don't record every single match. Sometimes I get tired of recording so many matches in a row so I take breaks.

    Honestly, if you have Shadowplay, consider recording your games just for fun. Recording all your games is the only way to get good clips.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126688#Comment_3126688

    Thabj you for all the advice! So basically I only have hag leveled up so I only have the teachable perks/bloodweb perks . The shrine perks are always the farthest thing from what I need lol.

    For add ons I run swamp necklet, and willow wreath . The perks are cause I honestly get mixed up with objectives sometimes and discordance gives me value on every single match, but because of all the boons Butcher almost seems necessary. Nurses because it always gives me info on who's hurt and who's healing who , and jolt because it's literally the only perk worth a dam now (I only have pop and ruin as other options for slowdown perks)

    Sloppy Butcher isn't a particularly great Boon: Circle of Healing counter. The Mangled Status gives a 25% healing speed penalty, BUT, Boon: Circle of Healing offers a 50% healing speed bonus. This means that if totem is left standing they can heal each other with a brown med-kit that never runs out of durability, when within the boon radius of course.

    Now let me briefly talk about generator regression before I finish the Boon issue. Hag does have the unique perk, Hex: Ruin as a regression option. However, I would advise against this perk for most players. Since it only applies regression if survivors stop repairing a generator before it's finished the only real way to get value out of it on Hag, a slow 110% speed killer, would be to maybe combine it with Scourge Hook: Monstrous Shrine & Sloppy Butcher. If survivors realize they need to prioritize unhooks with greater haste & they focus on healing each other, then in that instance, Hex: Ruin might pull its weight. This being said, ultimately Hex: Ruin is still a Hex perk. So at any point it could be cleansed and taken out of play. Even if you trap the totem, survivors can crouch over your traps and remove the totem without tripping the trap.

    So getting back into countering boons without teachable perks, might I suggest Shattered Hope? It's a bit strange, using the totem breaking perk on the killer with all Hex perks, but there's only 5 dull totems on the map, and each time you break the boon, that totem cannot be blessed again. It's a bit pricy and risky given that you're using a perk slot to potentially counter a perk that you may or may not face, but I bring it on my Huntress and get good results overall. Of the 39 matches I've recorded so far, in at least 12-13 of them someone besides myself brought Boon: Circle of Healing. So it's a question of just how damning the boon is to your playstyle when it's active I suppose. At the very least it's fun to break the boon totem.

    Going off of what you said, I have a strategy to propose to you:

    Your perks should be Scourge Hook: Monstrous Shrine, Sloppy Butcher, Shattered Hope, & Jolt. (these are all linked to the wiki)

    At the start of the game, proceed in a straight line to the far side of the trail OR until you see a survivor on a generator. Once you see them, trap some objects between the two of you and try to flank around them and push them into your traps to get free hits. The idea is to be far enough away that they don't hear your 24m TR when trapping ideally. After you down a survivor, try to use a Scourge Hook. If you can, place a trap in an open grassless area near it. This way, when survivors finally decide to go for the unhook, and see the trap they'll crouch to your hook. With a little luck, this caution, when mixed with a delayed rescue time, might be enough to shift some first stage unhooks into second stage unhooks. When survivors try to use Boon: Circle of Healing to reset and counter your Sloppy Butcher you can rush their totem and smash it with Shattered Hope. Then, when all of the survivors are clustered in the former Boon: Circle of Healing radius, you can chase down the injured survivors while ravaging any generators nearby with Jolt. After that, the game is in your gnarled hands.

    For perk reasoning:

    Scourge Hook: Monstrous Shrine - Makes all sacrifices 24 seconds faster once you're far enough away. This changes the 120 second sacrifice into a 96 second sacrifice.

    Sloppy Butcher: - Makes every heal take 4 more seconds by default, while also adding healing progress regression if the healing stops. This makes it a solid perk on Hag even without Nurse's Calling since due to your smaller TR. You can get closer to survivors before they realize you're there in most cases. This delayed TR could help the healing regression part of the perk shine. Not to mention, since you're already getting close to the survivors, you'll probably hear their moans of pain, making Nurse's Calling a redundancy. For the future, consider learning crow tracking to find survivors.

    Shattered Hope: - Causes snuffed Boon totems to break when snuffed. Also reveals the auras of anyone still in the boon radius when the totem is destroyed. This perk can help you keep up your momentum, since survivors won't be able to simply bless a totem in the main structure and then forget about it and use it as a safe place to "reset" as you start to build pressure. Ensuring that Boon: Circle of Healing doesn't counter your Sloppy Butcher is also a good reason to bring this perk.

    Jolt - Instantly regresses the progress of ALL nearby generators by 8%, then applies normal regression if a survivor is downed near one, and it doesn't have a cooldown. With a little patience and planning during your early chases, you might be able to down survivors close enough to their generators that they lose their progress. This radius of 32 meters is actually 8 larger than your 24 meter Hag terror radius, which might help to add value to the perk. I really think the time this perk will shine is in the early game though. If a survivor repairs a generator alone at the start of the match and you down them by that generator and hook them, for every second they're hooked, that generator loses progress and you didn't even have to spend time kicking it.

    Hopefully this strategy yields some success for you. I know, it's a bit odd to keep suggesting strategies in a thread about wanting to surrender, but my logic is simple: Rather than focus on adding an option to surrender, let's try and stop you from getting into scenarios where you feel the desire to surrender. Best of luck @JakeCannon !

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126554#Comment_3126554

    So I have the absolute worst luck with the hex placements in match . I've had 9/10 of them get snuffed before the first Gen gets done lol currently I run Discordance, Sloppy Butcher, nurses calling, and jolt.

    Well of the 4 killers that do well with Hex defending, Hag is the weakest, imo, though so I can understand your troubles. Like I said usually my game plan as Hag is to start the match and run straight to my totem. After trapping the totem, I slowly move outwards in a spiral and trap every darn window, pallet, and chokepoint I can between the totem and the three closest generators.

    My perk build for Hag is usually Shadowborn (I run it on every single killer, FOV shouldn't need a perk slot, lmao) then Hex: Devour Hope, Brutal Strength, and either Overcharge or Call of Brine.

    Now that's my ideal build.

    Hex: Devour Hope is the keystone of the build, the main objective of the match is to get 5 tokens and then eat people.

    Brutal Strength is the "I know what I'm doing" perk as it assists you in breaking dropped pallets within your web of traps. If you don't feel super comfortable with trap placement, Zanshin Tactics highlights pallets and windows near you making the initial web making faster.

    Call of Brine is preferred since it helps you keep the 3 closest generators to your HEX: Devour Hope at a low repair level. Though if you haven't bought Sadako or the perk in the Shrine I understand completely and Overcharge is just as good for that.

    If you want to mix things up, you could swap out HEX: Devour Hope with HEX: Huntress's Lullaby, and then swap Brutal Strength with Unnerving Presence. With this build, you're less focused on stylish moris and instead focused on making the last three generators a nightmare to repair as any botched skill checks offer an extra 6% regression on a failure. With Overcharge as your gen kick perk, if they fail that skill check they lose 11% progress. Mix that with Unnerving for a 10% greater skill check trigger chance (when within the Hag's 24m TR) and now you have a quirkier take on the Hag web strategy.

    If this strategy isn't too your liking, some perks that might help you shore up Hag's weaknesses are as follows:

    • Overwhelming Presence - The Doctor Teachable Perk - Survivors within your TR consume item durability at 2x the speed. It's one of the 2 options to stop people from light burning your traps, the other being . . .
    • Franklin's Demise - The Cannibal Teachable Perk - Survivors you hit with a melee attack drop their item, the dropped item loses charges for 90 seconds (then it is depleted.
    • Franklin's is more impactful if you can actually hit survivors since you can trap their item and prevent them from burning traps entirely until they pick it up again or find another. Overwhelming Presence is better if you're struggling a lot and getting constantly blinded at pallets since it chews through item charges. The reason I haven't suggested Lightborn is simply because it renders you immune to flashlights but does nothing for your traps. If anything, being immune to blinds will just encourage survivors to go after your traps.

    For perks that slow down the game or speed up your objective:

    • HEX: Plaything - The Cenobite Teachable Perk - After you hook a survivor for the first time, you create a unique hex totem for them that afflicts them with the Oblivious status. It takes survivors 20 seconds to cleanse a hex totem, and this adds 4 of them to the game if you hook everyone once. Even on killers that rely on their TR like Doctor and Legion, I have had people break their totems when facing me so it definitely gets people off of generators.
    • Sloppy Butcher is another solid choice since it applies the Mangled status, an effect you can't get from Hag add-ons. The perk making each heal take 4 additional seconds, AND cause healing progress to regress if the heal is interrupted doesn't hurt either!
    • Scourge Hook: Monstrous Shrine is also an underrated perk, especially for Hag. When a survivor is hooked on a scourge hook, they will die faster when you're at least 24 meters away. Since you can teleport to traps within a 40 meter radius, this makes the perk a solid choice. Granted the main difference is that it shaves 24 seconds off of each sacrifice timer, and that's IF you get survivors to a scourge hook, so I'll leave that up to you. Though if survivors crouch during the rescue (to avoid triggering your traps), faster deaths might actually be huge.

    My final perk suggestion would be Lethal Pursuer. It's an odd pick for Hag since you usually spend the early game making a web of traps, not rushing the entire survivor team, however it's new secondary effect has some value with 2 Hag add-ons. "Any time a survivor's aura is shown, it's duration is increased for 2 seconds." Well as luck would have it, 2 Hag add-ons do actually reveal survivor auras.

    The "Willow Wreath" and "Pussy Willow Catkins" add-ons both reveal survivor auras after a Phantasm trap is triggered, for 5 and 3 seconds respectively. With Lethal Pursuer, this time becomes 7 seconds for the wreath, and 5 seconds for the catkins. I'm not certain if that's useful to you or not, but I noticed the synergy and figured I would mention it.

    I wish you the best of luck in the fog, The Entity knows we need more Hag players out there.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125537#Comment_3125537

    You are correct! Some more context tho I only started middle of June, ive gotten iri both months so far, am on Xbox one, and I only play Hag

    Usually whenever I play Hag my go to strategy is to bring HEX: Devour Hope and then build a web of traps around that and the 3 closest generators. Hook survivors far away and then guard the totem the rest of the time. It's not flawless, but it does work sometimes.

  • I play killer usually so I know how frustrating pallet blinds can be, but most of the time when I blind the killer as a survivor it's simply because I have a tome challenge.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125955#Comment_3125955

    The same could be said about camping, tunneling, whatever else anyone deems "interfering".

    Players suiciding and disconnecting have been happening for over six years now.

    Why this is such a big problem for some of you now is the better question you probably need to answer for yourself.

    Camping and tunneling are just annoying strategies to use while playing the game. If you DC or self-sacrifice, then you're not even playing the game anymore while also interfering with everyone else. If someone is camped in a corner, it sucks for that one person, but they can do the struggle skill checks and their team might save them. People being tunneled get to try out their skills in chase. The people that are stuck in a match ruined by someone leaving early have nothing to do other than fight an uphill battle they didn't sign up for.

  • My question about all of this stuff is would suiciding on hook (directly after the match has started/your first down) count as something that violates the Dead by Daylight EULA?

    Under the section "Rules of Conduct" all users of the BHVR software are prohibited from a great many number of things that make sense, as well as:

    "Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users."

    I find it hard to argue for the second condition, unless sacrificing yourself puts a greater strain on BHVR's queue system and servers than if you had played out a match. I have zero evidence to back up that theory though so I cannot see it as a violation.

    However, leaving the match ASAP once it has started (via sacrificing yourself or DC'ing) most definitely interferes with the ability of others to enjoy playing a BHVR service. Granted, I'm not lawyer or a BHVR staff member so if such behavior actually does breach the agreement of the EULA I don't know that.

    Personally I'd just prefer we flag all accounts that DC at the start or die within a minute and a half of the match and then give them their own little queue where they get matched with all of the quitters, but that's just me.

    What are your thoughts on this everyone?

  • Honestly I am not so sure Reassurance will become meta. Considering how close you need to get to the hook to proc the perk most of the killer roster can punish you for getting too close.

    Leatherface in particular could simply wait until you get to 8 meters, then rev at you. If the hook is in the open and he has his charge tokens saved that's a down.

    Don't get me wrong, this will certainly hinder basement Insidious Leatherface camping. However, as long as killers hook in the open and pay attention, this'll just be a new way to trade.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125792#Comment_3125792

    but at what point a player not having fun should be BOUND to a match tho?

    Let's say we remove the Leave match button and everyone can't leave until the match is ended, do you care if the player X is not having fun at all? If you do, wouldn't you accpet that he should have the right to leave? And if you don't, why YOUR experience should be more important than his? Where do we draw the line?

    About the "Dead by Daylight and all of it's characters and perks are balanced around the concept that there will be four survivors facing off against a single killer" I disagree with you, many people disagree with you and we should leave it at that.

    The issue is that if player X isn't having fun and they quit prematurely they impact not only my fun, but the other 3 people in the game as well. My concern isn't my own fun, my concern is literally everyone else's.

    If I queue up for a game, see that the killer is Spirit, the one killer I despise above all others and DC on the spot because I don't think I will have fun that match, I am not responsibly using the leave match button to escape a situation where the killer has body-blocked me in a corner and refuses to hit me. In this instance, I would be nothing more than an entitled jerk with no regard for others who clearly lacks the maturity for an M rated game.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117649#Comment_3117649

    it's just a match, the guy didn't want to play a game with a huntress that could hit axes across the map, is that so hard to understand? He has the right to do so, he got a 5 minute ban for that and I'm sure he did something better with his time other than stress about a sweaty killer with buggy hit boxes.

    I get why he dc'd and I get how it ruined your match, but when that happens you can always find the huntress, get killed by her and move on to another match that, hopefully, no one dc. No need to let it get to you.

    Your argument is without merit. "If you don't want to play through the match you have the right to leave at any time."

    While disconnecting or self-sacrifice are both options available to players, they're intended for emergencies only or to concede at the end of a match.

    If the killer is a blatant hacker and you don't want to tolerate such things, or if you forgot something IRL, fine DC! If you're the last of 2 survivors and you want to exit the match to give your ally the hatch, by all means, sacrifice yourself!

    However the example you cited is without reason. You suggested that quitting the match prematurely because you don't like your opponent's character and or skill level is perfectly acceptable when it is anything but!

    Dead by Daylight and all of it's characters and perks are balanced around the concept that there will be four survivors facing off against a single killer. Sure, survivors die during the match, but through this natural build of pressure players learn to use these perks to their fullest as well as their resources. A hook sacrifice takes two minutes to kill a survivor. During the time leading up to an elimination the other players can make progress on their objectives and everyone takes part in a grand mental exercise.

    When you disconnect so early that not even a single generator is done, you are not courteously abstaining from playing, you are single-handedly ruining the entire experience.

    Imagine that you and your friends are getting together for a boardgame night. You're going to play Monopoly, or Risk, or Dungeons and Dragons, take your pick, and your host brings out fruit punch. The closest thing to a disconnection in this scenario would be saying aloud, "fruit punch? Sorry guys, I wanted grape juice, I'm out." Then dumping the punch bowl directly onto the boardgame.

    The point I am trying to drive home is that disconnecting from a match isn't some inherent right to be exercised whenever you find the current situation slightly unpleasant. It's a last resort option added for people that are being held hostage. Abusing this tool discredits those who needed to use it.

  • @JakeCannon said:

    I hope that someday there will be an option for the killer to leave the game after the exit gates are powered to where it's not a DC, and everyone still gets the same points they normally would. This is why ..

    (Example) map offering for The Game it has a million pallets (duh cause it's game), I get 0k but a couple hooks(no tunneling or camping). They do all the gens and there's 2 people who know how to loop this entire map. I decide to just open the gates for them but no they all sprint away towards the other gate even tho the best of the surv saw me , I nodded twice & backed up(to show they can just leave) but they all waited to the last second to leave at the end . Who knows maybe they all had a chase challenge but man it's annoying let me take my L and move on already

    What killer do you prefer to play as? I'm assuming Hag based on your profile picture, but I don't want to assume incorrectly.

  • @Marigoria said:

    Finished it 4 days ago.

    I admire your perseverance and unshakable dedication.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/340453/i-really-hope

    Sorry but if you play killer and don't get a 4k you deserve to be tormented killer is literally so easy you're gonna let survivors live and complain they lived?

    Your language here is positively vile. It's one thing to say: "If you play Killer and fail to kill the Survivors, expect them to be confident and taunt you."

    You didn't say that though. Instead, you literally said "you deserve to be tormented".

    It's all a game mate, so dial back the harsh language. We're all friends here, nobody should be tortured, regardless of what happens.

  • I'll be honest. I am in the camp that hooks should not remain broken forever. My reasoning for this lies behind a perk change.

    In version 1.9.0 of Dead by Daylight, a perk was added with the SAW chapter called "Hangman's Trick". All the perk did was counter Saboteur/Sabotage builds by causing broken hooks to respawn after 30/20/10 seconds. In older versions of DBD Trapper's Beartraps could be broken, so this perk received a buff that made Trapper's trap repair themselves 60 seconds faster in addition to hooks regenerating.

    If this perk still functioned like this I would be fine with hooks breaking by default. If you had a particular issue with hooks breaking, you could use the perk, otherwise, get good.

    However, in 3.6.0 the perk was reworked so that instead of countering sabotage via hook regeneration, it shifted into prevention via information. In this state, and it's current state, while carrying survivors you will see the auras of survivors near hooks (2/4/6 meters respectively.)

    The Sabotage mechanic has gone through a lot of changes over the years, but with the introduction of Scourge Hooks, the QoL change to Sabotage, as well as the upcoming killer perk "Awakened Awareness" I strongly believe that Hangman's Trick needs to be "reworked". My propositions are as follows:

    ***

    Hangman's Trick

    Your ingenious modifications to hooks prevent tampering and permanent damage.

    • Non-Scourge hooks destroyed by sabotage or sacrifice actions will automatically repair themselves after 30/20/10 seconds
    • Gain a Loud Noise Notification when someone starts sabotaging the Hooks

    or

    Scourge Hook: Hangman's Trick

    Your ingenious modifications to hooks prevent tampering and permanent damage.

    • Scourge hooks destroyed by sabotage or sacrifice actions will automatically repair themselves after 30/20/10 seconds
    • Gain a Loud Noise Notification when someone starts sabotaging the Hooks

    My reasoning for the changes are simple, I cannot recall the last time I saw this perk used by a player that wasn't attempting the Adept Pig challenge. Furthermore, the changes are balanced around the new Scourge Hook mechanic this way. Either the perks only save Scourge Hooks, or they save only normal hooks. This will create a more impactful dynamic to the sabotage mechanic as whichever change is taken will affect how killers and survivors interact with Scourge Hook perks.

  • If I want to appease the Entity I choose Huntress.

    If I want to meme around it's Deathslinger.

    Trickster is usually a middle ground between the two.

  • Well on the subject of cosmetics effecting performance, the Baba Yaga mask actually seems to be a bit of a pay to win scenario.

    Since the mask has 3 faces on it, survivors that try to blind you from the flank often shine their flashlights at the wrong face.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111636#Comment_3111636

    The new game Meet Your Maker is a separate development team from Dead by Daylight. Behaviour brought in some small independent studio last year I think and this is probably what that team has been working on.

    I guarantee they’re not abandoning Dead by Daylight.

    BHVR had another small team make a game similar to DBD, and Death Garden failed TWICE before they threw in the towel. BHVR isn't going to try and make DBD 2 anytime soon.

  • All I want Wesker to say is "CHRIS!"

    I literally don't care about any other voice lines, just make it so that as soon as a chase starts and the survivor is using the Chris Redfield skin Wesker shouts one of three downright venomous takes of Wesker screaming his name upon seeing him.

    I want Chris players to get goosebumps when Wesker starts a chase with them.

  • @cluxdx said:

    Lately I've felt my kill rates have been very high, so I sought to find out why. I tracked 4 different sessions on the last patch (6.1.1), each spanning 5 games. I played Blight every game, no add-ons or offerings. My build was Shadowborn/Agitation/Pain Res/Tinkerer, and I did not camp or tunnel.

    Combined results below:

    -Average 8.9 downs per game

    -Average of 4.1 times per game that a pre-patch Dead Hard would have gotten someone to an additional pallet or window

    -Average 3.1 gens completed before first kill

    -Average 3.1 kills per game (77.5%)

    -Average of 1 forfeit (DC or suicide) every 3 games

    -Average match length of 11 minutes (all values rounded to nearest minute)

    These kill rates seem pretty high, but when put into context they're not as bad. I'll go into that more below:

    -In the majority of my 4ks I noted exceptionally poor teamwork at points, like leaving someone to stage 2 or death, or not working on gens for extended periods.

    -Dead Hard's nerf is likely a small factor in increased kill rates. I noted many instances in which I got downs off of mindgames that possibly could have been negated by DH pre-patch.

    -The biggest factor in kill rate was match forfeits. When discounting all games in which someone forfeited, my kill rate was 61.7% across 15 games.

    -When survivors work as a team and play efficiently, my games are still very competitive. I had a lot of really good players giving me a hard time, often with some really surprising builds.

    61.7% isn't the huge jump everyone was expecting. In fact, it's fairly on-par with what you could expect from a Blight pre-patch. To be fair, I used no add-ons. That said, 61.7% isn't a big difference from what I at least felt like I was getting before, and I rarely ever used add-ons on Blight even before 6.1.0.

    All-in-all, I believe the main factor in why survivors are doing so poorly right now are forfeits. When you have a nearly 16% difference in kill rate between when a survivor isn't throwing the match and when one is, that's probably the issue. If you have forfeits an average of every third game, of course kill rates are skyrocketing. So to the ragequitters out there, if you think a match is hopeless, it probably isn't. Don't DC every time you're losing, because if you do then you're the reason every match is hopeless.

    I see issues with any of this tbh. It's fairly obvious to most folks that as long as all four survivors possess a functioning brain and make relatively good calls the game is a good back and forth struggle. The problem is how survivor MMR works.

    Say you have bad matches with teammates with such laughably low intelligence that referring to thier intellect as "sub-brick" is a complement. Well in matches with teammates that practically kill themselves (sometimes this is more literal) the odds of escaping through the gates is far harder than it needs to be. So until you escape through the gate repeatedly, you won't get good matches, since the hatch doesn't affect MMR and death lowers it.

    Honestly? If folks have awful teammates for more than 3 games today, equip Wake Up and Sole Survivor and just gate creep. Prioritize getting yourself out those doors above everything else until you get 5-10 wins a day. Do this enough times and maybe the teammates will get better.

  • @Sluzzy said:

    The very small insignificant thanatophobia nerf is a distraction for what will cause the return of a very unfun, overpowered, and annoying killer meta combo: Pain Resonance + Dead Man Switch.

    The Artist is broken with that combo, more so than Legion with thanatophobia which is not affected by the nerf. Legion can easily keep all 4 injured and even down with his power. He will still be overpowered and unfun to verse.

    Why was MoM nerfed so it is unfun to use? Why should it disable for doing the objective? These are perks made for killers and does very little for "survival".

    I feel BHVR is not playing their game, listening to the community where survivor is unplayable. Survivor is a very oppressed and unattractive role. Survivors need a lot of buffs, such as reverting the DS stun, removing deactivation conditions for doing objectives, and dead hard needs to be more accessible and rewarding. Killers need the buffs reverted from the mid-chapter patch.

    Hi there, I play both sides and let me tell you, having Dead Hard be "more accessible and rewarding" is exactly what the game doesn't need right now. I have been recording the vast majority of my match results and let me tell you, people are using Dead Hard just fine right now, and the people that aren't are using Sprint Burst, Lithe, Balanced Landing, and Overcome just fine.

    The old Dead Hard was a buggy oppressive mess that should not ever return to the light of day.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110116#Comment_3110116

    Survivors DC because of how badly designed and horrible the map is. Currently, RPD is one of the most survivor sided maps in the game.

    The other issue with the map is just a general difficulty with reaching hooked survivors in a timely manner if you don't know the map.

    If you really want to have some fun, use HEX: Plaything and HEX: The Third Seal on RPD. Makes the map so much scarier.

  • My Dead by Daylight games are more or less alright. I'll wait until the 11th before I share my current data though. I want to build up somewhat of an actual data set before I share my spreadsheet.

  • If anyone finds a vod of the stream could you be so kind as to let me know?

  • @jesterkind said:

    What I want would be some variation on the following:

    • Action icons for portraits. It was a good suggestion, I wanna see it in-game, they had a good idea there.
    • The ability to see your teammate's perk build in the pre-game lobby and in the mid-match "match details" screen. Plenty of perks are the sole domain of SWF because they require some kind of coordination to activate, and even more are made less effective by your team not realising what you're trying to achieve with them. Nothing can force random teammates to cooperate, but people should at least have the option if they're paying attention and feeling team-oriented.
    • Some form of basekit Kindred would still be a good idea. Either the effects of the perk itself, or some other indication for when the killer is camping.
    • Not really strictly a solo queue only thing, but the basekit anti-tunnel measures could use a slight buff. In my opinion, buffing the Haste percentage instead of either duration is the right call.

    Solo queue's problems are, exclusively, a lack of information and a lack of coordination. Nothing can force random teammates to coordinate if they don't want to, but you can fix the information gap.

    Honestly the only thing that might work is proximity chat. If a Claudette is trying to heal me while a Legion barrels towards us, no amount of action icons or emotes will ever be able to surpass: "The killer's coming, MOVE!"

  • I would say that you might need to do a bit of try-harding and raise your MMR. Perhaps it's just a rise in new players that are paranoid about losing kills?

  • @Wewantjason said:

    I have to admit even as a killer main, I am watching survivors not do gens and also not take chase and also letting people die on hook while im across the map.

    Every game is either seal team six, or one good player paired with 3 potatoes

    I'm considering just killing the potatoes and giving the good person hatch from now on.

    I've been so tilted at the game lately and venting my anger in an unhealthy way towards my fellow players, and feel kind of guilty to be honest.

    Lets all try to be positive influences in our community again people until this dust settles.

    I play both roles and am also seeing the patterns as well, though my lust for Iridescent Grade III might be stopping me from soaring anyone.

    At the very least, if I see people doing especially well or especially poor I've made sure to call them out on it in the end-game chat when I can.

    Perhaps I'll start giving the hatch to the most skilled players now though.

  • @pooPyrus said:

    I just got out of a game of solo queue where the wraith I was playing against decided to slug the entire team for 4 minutes with 3 survivors down. Is the game supposed to be this toxic? If so I think I’d like to know so I can quit.

    Dead by Daylight is usually not this toxic. These kind of events are outliers. Most killers just try to kill for their grade rewards and do so efficiently. The "slug multiple people to death" is a rare occurrence, for me at least.

  • @Adjatha said:

    At worst, queues were like 2-3 minutes, which is perfectly ordinary matchmaking time.

    Going from 20 seconds of waiting to 60 seconds is nothing. And +10 (concurrent, not consecutive) seconds on gens is far, FAR less than people like to pretend it is.

    This. I have been recording my match making times for US EAST PC and in the early morning it's usually 3-4 minutes, 2-3 minutes in the evening, and then upwards of 5 around mid-day.

    Longest queue I had was 12 minutes around 11 o'clock.

  • @Arkck said:

    For Me its shadowborne on blight

    You lack willpower, you must run Shadowborn on all killers, then and only then will your eyes truly be open.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107148#Comment_3107148

    not really a buff

    still an F tier perk that should've been reworked with the perk patch

    At least it's not as bad as Buckle Up.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104626#Comment_3104626

    Stop, read what you posted, and listen to what you just said.

    Do you really think a thing called "killers" exist? That said term actually is real? That there's a hive mind that goes through things with a robotic mindset that controls everything you encounter? Sheesh.

    There is no such thing as "killers" or "survivors", nor are there hive minds that think or act alike. There are individual people playing a VIDEO GAME in which the results that take place in said "game" aren't the end of the world, even if some hyperbolic people make it out to be exactly that.

    There are simply people who play a "role", sometimes solely one or the other. There's plenty of people like myself who play both roles, who understand the frustrations that have come and currently do come with either. There's actual children playing the game, adults acting like children, really crappy people who're playing for the wrong reasons, a handful of old as %$&# people like myself, and a LOT of people, adults and minors who're just trying to have fun when they hit "ready", and many of us still are trying to have that fun, even when the game isn't perfect at times.

    You said you "tried really hard" to realize that there are people -- those aren't perfect people, but flawed people who don't always do the right things, sometimes even if their heart is in the right place -- on the other end of the game that you're playing? And now you won't anymore, as if that would make things better for anyone?

    Try harder.

    The "pick a side" nonsense that pollutes this community and this forum is tiresome, unnecessary, does NOTHING to improve the experience of EVERYONE who IS playing the game to have a good time, and it counterproductive to actual, meaningful change that would make the game better for all who play it. Be BETTER than the people you perceive aren't part of the solution, or else you're simply being more of part of the problem

    I could not agree more! When you buy Dead by Daylight you get the option to play both roles, and so many do play both roles. There is no US vs THEM. It's Dead by Daylight players vs Dead by Daylight players. Both teams are inter-changeable, one and the same. There's no need for senseless fighting and toxicity in this game anymore.

    There's only two acceptable outcomes to a game, you either say "gg" and move on, or if you're feeling particularly kind, complement your allies or adversary! How hard is it to say "Thanks for the unhook Bill!" or "Nice shot, Huntress!" instead of placing a pox upon everyone in the end-game chat?

  • @Rovend said:

    Mettle of man reveals your aura to the killer, grants normal endurance so is cancelled by conspicuos actions and if you have deep wound. Three downsides for having one less protection hit

    Botany 50%increase speed but 20% penalty efficiency

    Calm spirit can cleanse/open chest silent, but at the cost of 30% reduced speed

    Pharmacy only grants a green med kit when injured

    why? just why?

    Pharmacy granting multiple guaranteed green med-kits is a buff. Provided you aren't mangled that's an 11 second heal.

  • I think your post is supposed to go into a different category.

    There's a creation or suggestions category on the main DBD forums page, isn't there?

    EDIT: Yeah, go to the main page then under Community.

  • Let me elaborate, a standard heal is 16 charges at a speed of 1 charge per second. The Emergency Aid Kit, the Pharmacy med-kit has 16 charges, and a 50% speed bonus to all healing actions with the med-kit. So, since you consume the charges 50% faster you're healing at a speed of 1.5 charges a second. This means you can heal yourself once, or an ally once, in only 11 seconds.

    This is why the Pharmacy change is a buff. Normally, if a survivor wants to heal themselves somewhat quickly the first choice was Inner Strength or "Inner Healing?". Either way, you spend 20 seconds breaking a totem and then you spend 6 seconds in a locker healing.

    Now with Boon: Circle of Healing, you're incentivized to keep dull totems around, as breaking them messes up your teammates boon perks. Plus, between The Dredge and Iron Maiden, you just might be tired of hopping into a locker to heal.

    This is where Pharmacy comes in (because Self-Care is utterly eclipsed by med-kits and Circle of Healing). Pharmacy will give you an 11 second heal in exchange for a chest search while injured. Assuming your teammates don't run chest builds or you coordinate with them, that's 3 quick heals with a single perk! And if you happen to be in a SWF group, after 1 match, you can give the depleted med-kits to your allies, and then they'll each have 1 free heal at the start of the next game! (Assuming they escaped the first game.)

  • @Izo_Quartz said:

    Now you can only be garunteed a green med-kit if you're injured. This means that:

    • you will no longer be able use the med-kit to heal yourself mid chase
    • you can't get a green med-kit and save it for future use, because you will probably need to use it right there and then
    • there's a 90% chance all the chests will be taken by the time you get to one while injures, making the perk a waste of a slot.

    Seriously, this was one of the few perks that literally nobody complained about. The only way i can see this being fixed is to either revert it, or change the perk to always be active until you unlock a chest for the first time, then the perk is only active while injured.

    To be fair, with the recent killer changes, I don't think you're getting an 11 second heal off mid-chase anymore anyway.

  • We're Going to Live Forever and For the People is a hell of a drug. If you bring Deliverance along it becomes an absolute mad build.

    Hide at the start of the game to not be found first.

    Then work on gens until the first survivor goes down.

    When they do, do your darndest to get a safe unhook.

    Now later in the trial you can instantly heal an ally from the dying state to injured with FTP, and the secondary effect of WGLF will give them endurance.

    If the killer goes for you after this, use Deliverance to unhook yourself.

    As long as you don't show your hand early you can do some crazy saves with this.

  • The main issue with Midwich isn't Nurse, it's the fact that the place has like 45 totem spawns!

  • @Marigoria said:

    My old goblin son.

    While Quentin's face has been altered, the hands remain.

  • You say that now, but let's be real, after they review the data from the 6.1.0 release I could totally see another Pig nerf a few months out due to her sheer slowdown power.

  • From my own personal data set I've noticed it still being used and funnily enough, I never believe it when it works. I always just see the survivor get the endurance effect and my brain just forgets that Dead Hard gives endurance now.

    The sheer number of times I have seen it used against me only to say "weird mettle of man play, but okay." Is hysterical.

  • From my own games it's alright. Killer is a bit scuffed at the moment since as others have said you either get fed your teeth by a team or the survivors start the match and immediately begin trying to climb onto the hooks themselves.

    From my current and very limited data pool, killer queue during the day is about 4 minutes (sometimes more, sometimes less) then the MMR gives up and tosses you to whatever is out there. A good killer game should be around 10-15 minutes. All of my games that had some shoving back and forth were 13 so far. The games that I utterly dominated or got dominated in tended to be around 9 minutes. I'll keep recording data on my matches until the next major patch where I'll then release the spreadsheet.

    As an aside, Plunderer's Instinct has received an unintended shadow buff with the nerf to blood-web grinding. I've seen a couple survivors running it recently and I'm eager to see if chest builds will become the casual meta (with Ace in the Hole for add-ons of course.)

  • The ultimate exhaustion perk is Vigil, imo. You don't bring a perk to help your allies use theirs more often.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099996#Comment_3099996

    I’d like to see the usage stats, because I’m fairly certain there’s not nearly as many using Overzealous as you want to believe. I’m not even sure what bearing that has in a sprint burst thread.

    I merely mentioned it because if you see survivors taking a stealthy approach by walking, they might have a reason for it. It's not always about the Sprint Burst cooldown.

  • @Edilibs said:

    Hardcore gen defender Doctor:

    COB/Overcharge/Eruption/Oppression

    Strat: Kick gens and engage in and watch all the chaos! lol

    Tell me "your"Doctor build and the strategy behind it!

    I saw a maniac running Knockout, Monitor and Abuse and both calm add-ons the other day along with Tinkerer.

    Silent Doctor just messes with my head.

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